- Apocrypha Effect
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Member for 10 years, 11 months, and 17 days
Last active Sun, Mar, 20 2016 14:28:36
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Feb 20, 2015Apocrypha Effect posted a message on What would you run if hybrids were allowed (purely hypothetical)So many format breaking cards in this thread.Posted in: Commander (EDH)
Nov 1, 2014Apocrypha Effect posted a message on Marke Rosewater thinks Commander's color identity rules are terriblePosted in: Commander (EDH)
So that means I can play Pearl Shard in my Arcum deck then, right?
Oct 27, 2014This is really good, possibly Legacy playable? Slightly worse than Snapcaster with your own spells, since it costs 1 more, but copying your opponents spells seems very, very strong. Also muuuch better with Treasure Cruise popping up everywhere.Posted in: The Rumor Mill
Oct 2, 2014AEtherspouts + Ashiok is great.Posted in: Standard Archives
This is my current list, I like it a lot but there is definitely room for improvement.
Sep 19, 2014Apocrypha Effect posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)Changes:Posted in: Multiplayer Commander Decklists
+ Copper Gnomes
+ Trinket Mage
+ Pithing Needle
+ Powder Keg
+ Ratchet Bomb
+ Mana Drain
+ Force of Will
+ Dust Bowl
+ Tectonic Edge
- Serrated Biskellion
- Master Transmuter
- Golem Artisan
- Mox Opal
- Grafdigger's Cage
- Contagion Engine
- Mana Leak
Mainly cutting some awkward cards or cards that weren't pulling their weight in my meta anymore. I haven't played much lately though, so my changes may not have been right. I'm particularly concerned about the Island count for Vedalken Shackles. The additional land destruction lands might not be powerful enough to warrant an inclusion, but I'd like to try them again. I'd also like to get a Seat of the Synod into the list. Mishra's Helix is a card I tried in the past with reasonable success and I would like to try it again. With enough ramp, it buys you infinite turns to set up. Batterskull is the most suspect cut, IMO and if Powder Keg/Ratchet Bomb don't work out I will likely be adding Batterskill back in.
Sep 12, 2014Apocrypha Effect posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)About time! Metalworker isn't broken, not broken at all! I have no idea why they would have banned him in the first place.Posted in: Multiplayer Commander Decklists
Sep 11, 2014Apocrypha Effect posted a message on 9/11 Mothership Previews - Villainous Wealth and Dig Through TimePosted in: The Rumor Mill
You can cast Dig Through Time on turn 4/5 pretty reliably. You just need to do some combination of 4 of the folowing: Crack a fetch, play a discard spell, play a removal spell, chump block with a creature.
Sep 7, 2014Posted in: The Rumor Mill
It's going to be very difficult to make a 3 cmc, 3 colour instant that aggro will actively want to play without it being too good in other decks.Quote from j_ruth »This is strangely not a very aggro charm.. but powerful? Oh yeah. Two sweet charms so far! YUSSS.
Quote from BulbaBooty »Quote from twiggel »Quote from BulbaBooty »Quote from Machius »I still like the Sultai Charm better (it's more powerful and Sultai is my favourite 3 colour combination) but this is a very potent card.
A lot of the time it's like this -
- Kill a creature (Flame Slash at instant speed)
- Deal 2 damage divided as you choose between attacking creatures, if that damage was lethal get 2 1/1 warrior tokens.
- Duress (during your opponents draw step).
The power of the last one can't be underestimated, instant speed discard where you get to choose is very powerful (think Vendillion Clique's disruptive power but without the potential of randomly drawing your opponent into something better). For a token/aggro strategy it's particularly good since you can use it to get rid of wrath effects even if they mise one.
While I don't disagree with you on Sultai Charm being more powerful, I think it's important to keep in mind that this card almost never has a dead mode.
Sultai Charm, while insanely powerful, is very conditional. In fact, the only non-conditional mode is the draw/discard.
This card, while maybe not as versatile holistically, almost always has more valid modes.
to call sultai charm conditional has to be a joke. its a removal/disenchant that also freakin cycles. i guess cryptic command is also really conditional then.
What? I don't understand the disconnect here.
Let's look at the modes.
-Destroy target monocolored creature
If it wasn't obvious, which i suppose it must not've been, the condition here is that the creature has to be monocolored. That doesn't make this mode not strong, but what it does do is remove scenarios where it's effective.
-Destroy target artifact or enchantment
Another fairly obvious condition - Opponent has an artifact or enchantment in play. Again, a strong mode, but not relevant 100% of the time.
Obviously, the draw/discard mode is not conditional.
How can you call the first two modes unconditional? They are conditional by definition. There are conditions which, if not met, render them useless.
But the card overall is not conditionally useful because one of the modes is /always/ live. The same reason Azorius Charm was good. The Condemn mode was pretty conditional, the Lifelinki mode even more so, but because you could cycle, it was never dead.
Sep 2, 2014Apocrypha Effect posted a message on Magic Show white mythic at 12:00 EDT (Wingmate Roc)People who think this is bad have clearly never played with Broodmate Dragon. Two big flying dudes from one card is a sweet deal. Mono-coloured makes it even more versatile than Broodmate was too.Posted in: The Rumor Mill
Sep 2, 2014Posted in: The Rumor MillQuote from VincentVega »chained to the rocks and banishing light got a whole lot weaker
Chained to the Rocks becomes basically unplayable post rotation, anyway. Outside of R-splash-W decks, you can't support the mountain count Chained requires.
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Apr 4, 2011Goals for the Deck:Posted in: ApocryphaEffect Blog
Create a fun multiplayer deck, that can become a decent duel deck with only a few minor substitutions.
Aside: My Definition of a Fun Deck:
A deck that I enjoy playing, that others enjoy playing against (So keep the Stax under control, and focus more on creatures that are impossible to kill). I like synergies and combos, but not infinite combos. More cool little interactions and rules quirks than omfgmindlslaverlockrrr.
I enjoy decks with: Big Creatures and massive Token Swarms, fortunately, Green and Black both deliver.
I want to explore a deck with lots of Sac and Recur effects. Re-using my creatures as many times as needed to thwart the many board wipes prevalent in Commander games.
Lots of ETB and LTB effects, Sacrifice outlets, recursion, Reanimator effects to sneak fatties out early, etc.
Gameplan: Lock the board down with multiple grave pact effects, and other removal. Dump large creatures into the GY and reanimate to start chipping away at opponents health, or build up a large token army and overrun for the win. Overwhelming Stampede is rather nasty with a single Doomgape and a swarm of 1/1's.
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